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Postby iPrototype on Wed May 04, 2011 8:01 pm

Magically started working
Last edited by iPrototype on Fri May 06, 2011 7:34 pm, edited 1 time in total.
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Re: zBrush/Maya Compatability?

Postby JaoSming on Wed May 04, 2011 9:53 pm

you could try getting Blender (free, supported by the mod tool) saving the headshape as something that could be edited by your programs, edit in that, import back into blender to save back into the n2km format, and then try importing it back into the mod tool.
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Re: zBrush/Maya Compatability?

Postby iPrototype on Thu May 05, 2011 7:17 am

Already tried that long time ago, exporting it as a .obj file then importing into blender, all the scenes are just one thing and not seperate sub tools.
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Re: zBrush/Maya Compatability?

Postby JaoSming on Thu May 05, 2011 7:21 am

export res the 3d file which creates the n2k(m/f i forget) file, then use the custom plug-ins (.py files) to import it into blender.
viewtopic.php?f=118&t=72921

and then you use import res when you are done editing
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Re: zBrush/Maya Compatability?

Postby iPrototype on Thu May 05, 2011 7:59 am

I said I already did that, I've been using blender to modify headshapes for my total conversion mod. Just wanted a different way of using it.
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Re: zBrush/Maya Compatability?

Postby JaoSming on Thu May 05, 2011 8:11 am

you said you imported them as obj files and you had an issue with the because they are all a single scene

i said if you use the export res and the custom import/export plugins you wont have that issue, but you can try and use CFC, the only other tool for headshapes.
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Re: zBrush/Maya Compatability?

Postby iPrototype on Thu May 05, 2011 2:24 pm

YESSSSSSSSSSSS! Got it to work! Super excited about this because now i can edit Headshapes using an animation program that I am VERY skilled at. Expect great things <3
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